Pinhead buffs I'd like to see
If another survivor touches a chain connected to a chained survivor should be chained as well . No reason a survivor should be able to cancel my power like that. The most frustrating thing about this game right now is when you run into survivors who don't fear you or your power as a power role.
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I think other survivors breaking the chains is part of the counter play and should stay. That said, he does need improvements. He's one of those high skill killers that feels unrewarded for playing well.
-He shouldn't break his own chains by walking through them
-Box aura for survivors should be ridiculously shorter range. They should have to actually spend some time looking for it. Make it revealed if there is an active chain hunt so they can remove it, but if it's not active it should literally be like 12 meters.
-Long range Possessed Chain hits should actually be rewarding. They're very high skill but get you nothing right now. Either a very high scaling hold of the chains based on distance to give you time to cover the ground or make the chain injure similar to Engineers Fang if they are hit at least (x) distance from the killer.
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Even then there should be a penalty to removing the chains. It shouldn't be free
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Why would they be penalized for doing what they're supposed to do? It's not free, it holds them in place and wastes their time removing them.
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Pinhead definitely needs some changes, but a penalty to removing chains is definitely not it.
- Pinhead no longer destroys his own chains.
- Chains now are more difficult to break the longer the possessed chain was in the air (to reward longe range hits).
- The Lament Configuration now reveals survivors auras to other survivors within 24-36 meters (that is simply to close the gap between SWF and SoloQ he has, which is arguably his only big design flaw.)
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I agree with everything you said, but 3. IMO should be simplified to just reveal the aura of the survivor closest to the box to all survivors, no range requirement.
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i think they should just put engineer fang base-kit with the ability to down. It takes 3 hits. Healthy→Injured→Deep wound→Down and remove the entire chain gimmick.
Maybe lower his m/s from 115% to 110% m/s. Pinhead just sucks right now and for me is one of the most unfun killers to play as for me. I know there is dedicate pinhead players out there that say he is good but he…. really deserves a much stronger power.
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Give him an addon pass, look at how his chains operate, make him slightly less finicky to use, and he can't break his own chains anymore. Maybe make the box give him more info.
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Sorry i have to bring this video up again but imo, if its possible to beat a comp team without even abiding by the meta, then the character is viable, he just could use some QoL on both sides, thats it.
The video also shows what is so good about Pinhead and why he is one of the best balanced and arguably the healthiest Killer in the game.
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First of all, this is a very meta build.
Second, this is why comp matches give the average public a false perception of killer strength. There are multiple limitations put on the survivors between perks and items as well as very favorable maps for the killer where in general they’d average much worse ones if the dice were rolled. IE my point being that even though these are very good and organized comp players this isn’t a real representation of Pinhead being “viable”. If you let those survivors run whatever perks and items they want like you see in pubs he would’ve done significantly worse. These matches are artificially handicapping the survivors to make the killer look better than they are.
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THIS.
if you have to put killer on midwich to perform well than you know that your killer chase power is crap. Put the killer on average survivor sided map like Eyrie of crows and Ormond to see how effective the killer is. I would like to see a match on badham preschool vs 4 man swf with pinhead. This doesn't showcase anything about pinhead's strength in chase/anti-loop. You don''t need anti-loop to win survivors at pallets in midwich. Midwich is fair map for every m1 killer in term of pallet design. You can literally delete your m2 button as pinhead on midwich and you will probably have a fair shot at winning.
Pinhead needs to be major buffing on m2. Pinhead has potencial to be high tier killer but his current balance related to these rubbish chains are make him like C-tier pointless m1 killer. It is like super punishing to miss a chain and you hit chain, you get 2 METERS of distance IF your chains don't break on the environment. 2 meter is like 1 clown bottle. it is barely anything.
Pinhead is one my favourite to outplay in the chase. I love predicting his portal spawn and than narrowly dodging his hook but like even i know that even if i suck at chase and he hits with his ability, there is like little to no consequence half the time. Barely anyone plays him as a result.
At base-kit, i'd literally rate him as like C-tier killer or something. the only reason why he doesn't suck completely is that most soloq survivor don't properly play well against his Iri box add-on that hides auras and Original pain is an add-on that allows pinhead to tunnel people off hook. despite that, i still find his gameplay as killer player to be extremely unfun. it is not fun hitting hooks only for survivor to break chains in like 2 seconds. It is like playing a shooter where half your shots just heal the opponent.
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Im talking about their teammates removing them if you'd pay attention
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No need to be rude. It is punishing those survivors by wasting their time.
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How was that rude?
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Coconut just released a new Pinhead video, so I wish you all the best as you wait for buffs.
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I would love to see him get some buffs.
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I wish the balance of his strength was more geared towards his M2 and less towards his Chain Hunt. It feels too overbearing for a passive ability, whilst his M2 feels mediocre. I'd love to see Chain Hunt toned down a bit, and have his M2 improved so it's a much better chase and anti-loop tool.
That will likely never happen, but that doesn't mean he couldn't have some QoL improvements regardless.
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”if you’d pay attention” the average person would consider that passive aggressive insulting
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Don't be the average person then
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Or just don't insult? We can have a rational conversation without that
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Ill admit every time i looked at the addons that say increase the maximum distance you can place a chain and im like "why would i want that? If they are too far away its not like you gain any real distance on them for hitting them with a chain half the map away lol
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To everyone saying Pinhead shouldn't count as "environment" for the sake of chain collision: Pinhead walking through his chains on purpose is a literal tech. You chain a surv, break the chains, hit the surv, AI chains immediately bind the surv wasting his on-hit sprint burst. It's very much part of his skill expression and requires you to think strategically about chain placement and timing.
Literally the only changes Pinhead needs right now are bug fixes, and a much faster gateway placement speed (honestly it should be 12-14 meters per second), so that he doesnt slow himself down to a crawl for 2-3 seconds when placing.0 -
It is like that if I remember correctly? Or is it just with the one addon that spawns more chains if you break them? xD
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Other survivors can break your chains and it won't spawn any additional chains (which is balanced and should not be changed)
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Oh really? Wow that makes him so much worse than I remember aside chainhunts xD
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Range add-on = faster portal placement. it works like old nurse blink add-on's where more max range = faster portal speed because portal has to reach same max distance in same time. for example if max distance is 20 meters and it travels 20 meters in 2 seconds. increasing max distance to 30 meters would increase speed from 10→15 meters.
it is for faster portal placement. actually really good for interrupting the box and has synergy engineer fang but engineer fang almost nerf the ability into irrelevancy, even more then base-kit which already struggles.
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